#!amber # Copyright 2019 Google LLC # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. # A test for a bug found by GraphicsFuzz. # Short description: Shader with matrix multiplication in loop # The test passes because 'm1' is the identity matrix, so that 'm2' is also the identity matrix, meaning that 'v' gets set to '(1.0, 0.0)'. As a result, the colour that is written is guaranteed to be red # Optimized using spirv-opt with the following arguments: # '--simplify-instructions' # '--combine-access-chains' # '--eliminate-dead-branches' # '--merge-return' # '--combine-access-chains' # '--eliminate-dead-code-aggressive' # '--reduce-load-size' # '--eliminate-local-single-block' # '--private-to-local' # '--inline-entry-points-exhaustive' # '--copy-propagate-arrays' # '--eliminate-local-multi-store' # '--scalar-replacement=100' # '--eliminate-dead-branches' # '--eliminate-local-single-store' # spirv-opt commit hash: f1e5cd73f658abcc23ee96d78f2dc27c4b7028c1 SHADER vertex variant_vertex_shader PASSTHROUGH # variant_fragment_shader is derived from the following GLSL: # #version 310 es # precision highp float; # # precision highp int; # # layout(location = 0) out vec4 _GLF_color; # # void main(void) # { # vec2 v; # mat2 m1 = mat2(1.0, 0.0, 0.0, 1.0); # for( # int i = 0; # i < 1; # i++ # ) # { # do # { # mat2 m2; # m2 = m1 * m1; # v = m2 * vec2(1.0, 0.0); # } # while(false); # } # _GLF_color = vec4(v, 0.0, 1.0); # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 8 ; Bound: 56 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %46 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %10 "m1" OpName %18 "i" OpName %33 "m2" OpName %38 "v" OpName %46 "_GLF_color" OpDecorate %46 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypeVector %6 2 %8 = OpTypeMatrix %7 2 %9 = OpTypePointer Function %8 %11 = OpConstant %6 1 %12 = OpConstant %6 0 %13 = OpConstantComposite %7 %11 %12 %14 = OpConstantComposite %7 %12 %11 %15 = OpConstantComposite %8 %13 %14 %16 = OpTypeInt 32 1 %17 = OpTypePointer Function %16 %19 = OpConstant %16 0 %26 = OpConstant %16 1 %27 = OpTypeBool %37 = OpTypePointer Function %7 %41 = OpConstantFalse %27 %44 = OpTypeVector %6 4 %45 = OpTypePointer Output %44 %46 = OpVariable %45 Output %53 = OpUndef %7 %4 = OpFunction %2 None %3 %5 = OpLabel %10 = OpVariable %9 Function %18 = OpVariable %17 Function %33 = OpVariable %9 Function %38 = OpVariable %37 Function OpStore %10 %15 OpStore %18 %19 OpBranch %20 %20 = OpLabel %55 = OpPhi %8 %15 %5 %55 %23 %52 = OpPhi %7 %53 %5 %40 %23 %51 = OpPhi %16 %19 %5 %43 %23 OpLoopMerge %22 %23 None OpBranch %24 %24 = OpLabel %28 = OpSLessThan %27 %51 %26 OpBranchConditional %28 %21 %22 %21 = OpLabel OpBranch %29 %29 = OpLabel OpLoopMerge %31 %32 None OpBranch %30 %30 = OpLabel %36 = OpMatrixTimesMatrix %8 %55 %55 OpStore %33 %36 %40 = OpMatrixTimesVector %7 %36 %13 OpStore %38 %40 OpBranch %32 %32 = OpLabel OpBranchConditional %41 %29 %31 %31 = OpLabel OpBranch %23 %23 = OpLabel %43 = OpIAdd %16 %51 %26 OpStore %18 %43 OpBranch %20 %22 = OpLabel %48 = OpCompositeExtract %6 %52 0 %49 = OpCompositeExtract %6 %52 1 %50 = OpCompositeConstruct %44 %48 %49 %12 %11 OpStore %46 %50 OpReturn OpFunctionEnd END BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM PIPELINE graphics variant_pipeline ATTACH variant_vertex_shader ATTACH variant_fragment_shader FRAMEBUFFER_SIZE 256 256 BIND BUFFER variant_framebuffer AS color LOCATION 0 END CLEAR_COLOR variant_pipeline 0 0 0 255 CLEAR variant_pipeline RUN variant_pipeline DRAW_RECT POS 0 0 SIZE 256 256 EXPECT variant_framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 255 0 0 255